Atlantica
This city is email-verified
Year Day Season Citizens Logs
SuperFluffyGame 7552 58 winter 30017
total area
Pollution
total area
Housing
total workers
Jobs
food capacity
Food capacity
minus consumed food
Daily Food Consumption
total area
Money
plus total area
Daily Tax Income
minus daily cost
Daily Cost
total energy
Energy
total area
Area
total sprawl
Sprawl
total crime
Crime
total fun
Fun
total culture
Culture
total health
Health
-5.739k/day 0/30.017k 0/22361 1351200 30020 $702.398G $1.531M $270.295k 51.31k/684.36k 191/61.62k 77 0 10.244k 917 6.238k

Job/tax levels

Level 0 1.0
582 citizens
11375 total jobs
0 available jobs
Level 1 1.0
1149 citizens
1285 total jobs
0 available jobs
Level 2 1.0
754 citizens
926 total jobs
0 available jobs
Level 3 1.0
440 citizens
2682 total jobs
0 available jobs
Level 4 1.0
284 citizens
5063 total jobs
0 available jobs
Level 5 1.0
26808 citizens
1030 total jobs
0 available jobs

Sanctions

Combat

transit

Build transit to add area to your city. Area is required to build most other buildings.

roads

size

1
Produces:
area

25
health

-1
pollution per pop

0.01
sprawl

10
0

highways

size

2
Produces:
area

50
health

-4
pollution per pop

0.02
sprawl

20
0

airports

size

3
Requires:
energy

150
lvl 0 workers

10
Produces:
area

100
health

-2
pollution per pop

0.03
0

bus_lines

size

1
Requires:
money

30
lvl 0 workers

10
Produces:
area

50
health

-2
sprawl

3
0

subway_lines

size

10
Requires:
money

40
lvl 0 workers

10
Produces:
area

1000
sprawl

1

60

has enough workers to operate has enough money to operate
operational
total area 60k
60k area generated
total sprawl 60
60 sprawl generated
total profit 3.6k
3,600 profit
total workers 600/0
600 workers employed at level 0

bike_lanes

size

1
Produces:
area

10
health

2

54

operational
total health 108
108 health generated
total area 540
540 area generated

bikeshare_stations

size

1
Produces:
area

10
health

1

108

operational
total health 108
108 health generated
total area 1,080
1,080 area generated

gas_stations

size

1
Requires:
area

2
energy

10
money

10
oil

1
lvl 0 workers

5
Produces:
gas

10
pollution

1
Stores:
gas

100
0

housing

Housing is required to retain citizens — otherwise, they'll die. Housing requires energy and area; if you run out of energy, you might run out of housing rather quickly!

huts

size

1
Requires:
area

1
Produces:
housing

1
sprawl

1

17

has enough area to operate
operational
total area -17
17 consumed
total housing 17
17 housing generated
total sprawl 17
17 sprawl generated

single_family_homes

size

1
Requires:
area

1
energy

12
Produces:
housing

2
pollution

2
sprawl

5
0

multi_family_homes

size

2
Requires:
area

1
energy

18
Produces:
housing

6
pollution

5
sprawl

3
0

homeless_shelters

size

2
Requires:
area

5
energy

70
money

100
Produces:
housing

20
sprawl

1
0

apartments

size

3
Requires:
area

10
energy

90
Produces:
housing

20
pollution

15
0

micro_apartments

size

2
Requires:
area

5
energy

50
Produces:
housing

20
pollution

12
0

high_rises

size

5
Requires:
area

20
energy

150
Produces:
housing

100
pollution

50
0

megablocks

size

10
Requires:
area

100
energy

500
Produces:
housing

500
pollution

100

60

has enough energy to operate has enough area to operate
operational
total area -6,000
6,000 consumed
total housing 30k
30k housing generated
total energy -30k
30k consumed consumed
total pollution 6k
6,000 pollution generated

energy

Energy buildings produce energy when they're operational. Energy is required to operate most other buildings. You need citizens to operate most of the energy buildings.

coal_plants

size

5
Requires:
area

5
money

10
lvl 0 workers

5
Produces:
energy

2000
health

-10
pollution

30

3

has enough workers to operate has enough area to operate has enough money to operate
operational
total health -30
-30 health generated
total area -15
15 consumed
total energy 6,000
6,000 energy generated
total pollution 90
90 pollution generated
total profit 120
120 profit
total workers 15/0
15 workers employed at level 0

natural_gas_plants

size

1
Requires:
area

15
money

20
lvl 1 workers

5
Produces:
energy

2000
health

-5
pollution

15

5

has enough workers to operate has enough area to operate has enough money to operate
operational
total health -25
-25 health generated
total area -75
75 consumed
total energy 10k
10k energy generated
total pollution 75
75 pollution generated
total profit 400
400 profit
total workers 25/1
25 workers employed at level 1

wind_turbines

size

1
Requires:
area

5
money

30
lvl 1 workers

10
Produces:
energy

600 (+180)

6

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -30
30 consumed
total energy 4,680
4,680 energy generated
total profit 1.02k
1,020 profit
total workers 60/1
60 workers employed at level 1

solar_plants

size

1
Requires:
area

5
money

10
lvl 2 workers

10
Produces:
energy

500 (-80)

4

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -20
20 consumed
total energy 1,680
1,680 energy generated
total profit 1.56k
1,560 profit
total workers 40/2
40 workers employed at level 2

nuclear_plants

size

5
Requires:
area

10
money

500
lvl 3 workers

10
Produces:
energy

5000

40

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -400
400 consumed
total energy 200k
200k energy generated
total profit 12k
12,000 profit
total workers 400/3
400 workers employed at level 3

dams

size

4
Requires:
area

10
money

30
lvl 2 workers

5
Produces:
energy

1000 (-200)
water

10

15

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -150
150 consumed
total energy 12k
12k energy generated
total water 150
150 water generated
total profit 2.55k
2,550 profit
total workers 75/2
75 workers employed at level 2

fusion_reactors

size

5
Requires:
area

10
money

10000
uranium

1
lvl 4 workers

10
Produces:
energy

150000

3

has enough workers to operate has enough area to operate has enough money to operate has enough uranium to operate
operational
total area -30
30 consumed
total energy 450k
450k energy generated
total uranium -3
3 consumed
total expenses -25.2k
-25,200 running expenses
total workers 30/4
30 workers employed at level 4

carbon_capture_plants

size

5
Requires:
area

10
money

50
lvl 5 workers

10
Produces:
pollution

-100

100

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -1,000
1,000 consumed
total pollution -10k
-10,000 pollution generated
total profit 315k
315,000 profit
total workers 1000/5
1000 workers employed at level 5

education

Education buildings will, once a year, move citizens up an education level. This allows them to work at buildings with higher job levels, and make more money (and you, too, through taxes!

schools

size

2
Requires:
area

5
energy

600
money

10
lvl 0 workers

10
Produces:
education lvl 1

50

28

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -140
140 consumed
total energy -16.8k
16.8k consumed consumed
total profit 2.52k
2,520 profit
total workers 280/0
280 workers employed at level 0

middle_schools

size

3
Requires:
area

8
energy

800
money

40
lvl 1 workers

10
Produces:
education lvl 2

30

24

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -192
192 consumed
total energy -19.2k
19.2k consumed consumed
total profit 3.84k
3,840 profit
total workers 240/1
240 workers employed at level 1

high_schools

size

3
Requires:
area

10
energy

800
money

70
lvl 2 workers

10
Produces:
education lvl 3

20

22

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -220
220 consumed
total energy -17.6k
17.6k consumed consumed
total profit 7.26k
7,260 profit
total workers 220/2
220 workers employed at level 2

universities

size

4
Requires:
area

20
energy

1200
money

150
lvl 3 workers

10
Produces:
education lvl 4

10

97

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -1,940
1,940 consumed
total energy -116.4k
116.4k consumed consumed
total profit 63.05k
63,050 profit
total workers 970/3
970 workers employed at level 3

research_labs

size

2
Requires:
area

30
energy

800
money

200
lvl 4 workers

10
Produces:
education lvl 5

5

130

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -3,900
3,900 consumed
total energy -104k
104k consumed consumed
total profit 182k
182,000 profit
total workers 1300/4
1300 workers employed at level 4

resources

Resource buildings are ways to generate in-game resources. Some regions have unique resource buildings.

mines

size

5
Requires:
area

25
energy

1900
money

250
lvl 0 workers

30
Produces:
coal

1
gold

random drop
health

-5
pollution

10
sulfur

1
uranium

random drop
Stores:
coal

100
gold

100
sulfur

1000
uranium

100

30

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health -150
-150 health generated
total area -750
750 consumed
total energy -57k
57k consumed consumed
total sulfur 30
30 sulfur generated
total uranium
total gold
total coal 30
30 coal generated
total pollution 300
300 pollution generated
total profit 1.5k
1,500 profit
total workers 900/0
900 workers employed at level 0

uranium_mines

size

3
Requires:
area

50
energy

5000
money

1000
lvl 4 workers

20
Produces:
health

-50
pollution

50
uranium

1
Stores:
uranium

1000

4

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health -200
-200 health generated
total area -200
200 consumed
total energy -20k
20k consumed consumed
total uranium 4
4 uranium generated
total pollution 200
200 pollution generated
total profit 8.8k
8,800 profit
total workers 80/4
80 workers employed at level 4

salt_farms

size

5
Requires:
area

250
energy

500
money

1000
lvl 2 workers

10
Produces:
salt

1
Stores:
salt

100
0

fisheries

size

5
Requires:
area

5
energy

10
money

250
lvl 2 workers

10
Produces:
fish

5
Stores:
fish

100

3

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -15
15 consumed
total energy -30
30 consumed
total fish 15
15 fish generated
total profit 450
450 profit
total workers 30/2
30 workers employed at level 2

desalination_plants

size

5
Requires:
area

100
energy

1000
money

1000
lvl 4 workers

8
Produces:
salt

1
water

1
Stores:
salt

50
water

50

2

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -200
200 consumed
total energy -2,000
2,000 consumed
total water 2
2 water generated
total salt 2
2 salt generated
total profit 560
560 profit
total workers 16/4
16 workers employed at level 4

farms

Farms generate resources related to fooc & consumption.

gardens

size

1
Requires:
area

1
lvl 0 workers

1
Produces:
produce

1
Stores:
produce

10
0

produce_farms

size

5
Requires:
area

100
energy

10
money

10
water

5
lvl 0 workers

5
Produces:
produce

5
Stores:
produce

50

6

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate has enough water to operate
operational
total area -600
600 consumed
total energy -60
60 consumed
total produce 30
30 produce generated
total water -30
30 consumed
total profit 240
240 profit
total workers 30/0
30 workers employed at level 0

livestock_farms

size

5
Requires:
area

100
energy

10
money

10
water

10
lvl 0 workers

5
Produces:
cows

1
Stores:
cows

50

7

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate has enough water to operate
operational
total area -700
700 consumed
total energy -70
70 consumed
total cows 7
7 cows generated
total water -70
70 consumed
total profit 280
280 profit
total workers 35/0
35 workers employed at level 0

food

Food buildings allow you to distribute food to your citizens.

sushi_restaurants

size

2
Requires:
area

2
energy

50
fish

1
money

10
rice

1
water

1
lvl 3 workers

5
Produces:
culture

1
food

10
Stores:
food

25
0

delis

size

2
Requires:
area

2
bread

1
energy

10
meat

1
money

10
lvl 1 workers

5
Produces:
food

25
Stores:
food

50
0

grocery_stores

size

5
Requires:
area

5
bread

5
energy

10
fish

1
meat

1
money

100
produce

1
rice

5
water

1
lvl 1 workers

15
Produces:
food

100
Stores:
food

1000
0

farmers_markets

size

2
Requires:
area

5
produce

5
lvl 2 workers

5
Produces:
food

50
health

5
Stores:
food

50

4

has enough workers to operate has enough area to operate has enough produce to operate
operational
total health 20
20 health generated
total area -20
20 consumed
total food 200
200 food generated
total produce -20
20 consumed
total workers
800
$800 tax income
total workers 20/2
20 workers employed at level 2

butchers

size

2
Requires:
area

2
cows

1
energy

5
lvl 2 workers

2
Produces:
meat

10
Stores:
meat

50

4

has enough workers to operate has enough energy to operate has enough area to operate has enough cows to operate
operational
total area -8
8 consumed
total energy -20
20 consumed
total meat 40
40 meat generated
total cows -4
4 consumed
total workers
320
$320 tax income
total workers 8/2
8 workers employed at level 2

bakeries

size

2
Requires:
area

5
energy

10
money

10
salt

1
water

5
wheat

5
lvl 1 workers

5
Produces:
bread

1
Stores:
bread

50
0

wineries

size

4
Requires:
area

2
energy

10
grapes

1
water

1
lvl 2 workers

5
Produces:
wine

1
Stores:
wine

50
0

breweries

size

4
Requires:
area

2
energy

10
water

1
wheat

1
lvl 2 workers

5
Produces:
beer

1
Stores:
beer

50
0

bars

size

2
Requires:
area

2
beer

1
energy

5
wine

1
lvl 1 workers

2
Produces:
crime

1
fun

10
0

civic

Civic buildings add other benefits citizens like — jobs, fun, etc.

parks

size

1
Requires:
area

10
money

5
Produces:
fun

3 (+2)
health

5 (+1)
pollution

-1

250

has enough area to operate has enough money to operate
operational
total health 1,500
1,500 health generated
total area -2,500
2,500 consumed
total fun 1,250
1,250 fun generated
total pollution -250
-250 pollution generated
total expenses -1.25k
1,250 running expenses

campgrounds

size

1
Requires:
area

50
money

30
lvl 1 workers

6
Produces:
fun

8 (+6)
health

6 (+3)
pollution

-3

160

has enough workers to operate has enough area to operate has enough money to operate
operational
total health 1,440
1,440 health generated
total area -8,000
8,000 consumed
total fun 2,240
2,240 fun generated
total pollution -480
-480 pollution generated
total profit 14.4k
14,400 profit
total workers 960/1
960 workers employed at level 1

nature_preserves

size

3
Requires:
area

100
money

100
lvl 3 workers

6
Produces:
fun

10 (+5)
health

5 (+1)
pollution

-12

127

has enough workers to operate has enough area to operate has enough money to operate
operational
total health 762
762 health generated
total area -12.7k
12.7k consumed consumed
total fun 1,905
1,905 fun generated
total pollution -1.524k
-1,524 pollution generated
total profit 48.26k
48,260 profit
total workers 762/3
762 workers employed at level 3

libraries

size

1
Requires:
area

2
energy

200
money

10
lvl 2 workers

4
Produces:
culture

1
education

random drop

17

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -34
34 consumed
total energy -3,400
3,400 consumed
total culture 17
17 culture generated
total profit 2.55k
2,550 profit
total workers 68/2
68 workers employed at level 2

commerce

Commerce buildings have lots of jobs to attract citizens to your city

retail_shops

size

1
Requires:
area

2
energy

100
money

2
lvl 0 workers

3
0

factories

size

7
Requires:
area

15
energy

1900
money

50
lvl 0 workers

20
Produces:
health

-3
pollution

1
steel

10
Stores:
steel

1000

20

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health -60
-60 health generated
total area -300
300 consumed
total energy -38k
38k consumed consumed
total steel 200
200 steel generated
total pollution 20
20 pollution generated
total profit 3k
3,000 profit
total workers 400/0
400 workers employed at level 0

office_buildings

size

3
Requires:
area

2
energy

800
money

5
lvl 1 workers

20
0

distribution_centers

size

8
Requires:
area

100
energy

1500
money

25
lvl 0 workers

250
Produces:
fun

-10
health

-3
pollution

1

35

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health -105
-105 health generated
total area -3,500
3,500 consumed
total energy -52.5k
52.5k consumed consumed
total fun -350
-350 fun generated
total pollution 35
35 pollution generated
total profit 86.63k
86,625 profit
total workers 8750/0
8750 workers employed at level 0

entertainment

Entertainment buildings have jobs, and add other intangibles to your city.

theatres

size

2
Requires:
area

5
energy

300
money

10
lvl 0 workers

10
Produces:
culture

1
fun

5

5

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -25
25 consumed
total energy -1,500
1,500 consumed
total culture 5
5 culture generated
total fun 25
25 fun generated
total profit 450
450 profit
total workers 50/0
50 workers employed at level 0

arenas

size

5
Requires:
area

40
energy

500
money

100
lvl 0 workers

20
Produces:
fun

10

15

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -600
600 consumed
total energy -7,500
7,500 consumed
total fun 150
150 fun generated
total profit 1.5k
1,500 profit
total workers 300/0
300 workers employed at level 0

galleries

size

5
Requires:
area

2
energy

10
money

10
lvl 4 workers

3
Produces:
culture

5
fun

1

179

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -358
358 consumed
total energy -1,790
1,790 consumed
total culture 895
895 culture generated
total fun 179
179 fun generated
total profit 84.13k
84,130 profit
total workers 537/4
537 workers employed at level 4

zoos

size

3
Requires:
area

70
energy

250
money

250
lvl 3 workers

10
Produces:
fun

9
pollution

-1

55

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -3,850
3,850 consumed
total energy -13.75k
13.75k consumed consumed
total fun 495
495 fun generated
total pollution -55
-55 pollution generated
total profit 30.25k
30,250 profit
total workers 550/3
550 workers employed at level 3

aquariums

size

3
Requires:
area

60
energy

450
money

380
lvl 4 workers

10
Produces:
fun

20
pollution

-1

150

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -9,000
9,000 consumed
total energy -67.5k
67.5k consumed consumed
total fun 3,000
3,000 fun generated
total pollution -150
-150 pollution generated
total profit 183k
183,000 profit
total workers 1500/4
1500 workers employed at level 4

travel

Travel buildings increase your city's desirability.

resorts

size

3
Requires:
area

30
energy

200
money

500
lvl 2 workers

5
Produces:
fun

50
health

10

27

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health 270
270 health generated
total area -810
810 consumed
total energy -5,400
5,400 consumed
total fun 1,350
1,350 fun generated
total expenses -8.1k
-8,100 running expenses
total workers 135/2
135 workers employed at level 2

health

Health buildings increase the health of your citizens, and make them less likely to die

hospitals

size

6
Requires:
area

20
energy

400
money

100
lvl 2 workers

10
Produces:
health

10

20

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health 200
200 health generated
total area -400
400 consumed
total energy -8,000
8,000 consumed
total profit 6k
6,000 profit
total workers 200/2
200 workers employed at level 2

doctor_offices

size

3
Requires:
area

4
energy

50
money

50
lvl 4 workers

10
Produces:
health

15

160

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health 2,400
2,400 health generated
total area -640
640 consumed
total energy -8,000
8,000 consumed
total profit 248k
248,000 profit
total workers 1600/4
1600 workers employed at level 4

combat

Combat buildings let you attack other cities, or defend your city from attack.

air_bases

size

2
Requires:
area

500
energy

5000
money

5000
steel

50
sulfur

5
lvl 5 workers

10
Produces:
daily strikes

1
missiles

1
Stores:
missiles

100

1

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate has enough steel to operate has enough sulfur to operate
operational
total area -500
500 consumed
total energy -5,000
5,000 consumed
total sulfur -5
5 consumed
total steel -50
50 consumed
total missiles 1
1 missiles generated
total expenses -1.8k
-1,800 running expenses
total workers 10/5
10 workers employed at level 5

defense_bases

size

1
Requires:
area

100
energy

2500
money

2000
lvl 2 workers

10
Produces:
shields

1
Stores:
shields

250

13

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -1,300
1,300 consumed
total energy -32.5k
32.5k consumed consumed
total shields 13
13 shields generated
total expenses -20.8k
-20,800 running expenses
total workers 130/2
130 workers employed at level 2

missile_defense_arrays

size

1
Requires:
area

200
energy

5000
money

5000
steel

100
sulfur

20
lvl 5 workers

20
Stores:
shields

1000

1

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate has enough steel to operate has enough sulfur to operate
operational
total area -200
200 consumed
total energy -5,000
5,000 consumed
total sulfur -20
20 consumed
total steel -100
100 consumed
total profit 1.4k
1,400 profit
total workers 20/5
20 workers employed at level 5

storage

Storage buildings let you store more of certain resources.

wood_warehouses

size

5
Requires:
area

10
Stores:
wood

100
0

fish_tanks

size

5
Requires:
area

5
Stores:
fish

1000
0

lithium_vats

size

5
Requires:
area

5
Stores:
lithium

1000
0

salt_sheds

size

5
Requires:
area

10
Stores:
salt

100
0

rock_yards

size

5
Requires:
area

20
Stores:
stone

100
0

water_tanks

size

5
Requires:
area

10
Stores:
water

100

3

has enough area to operate
operational
total area -30
30 consumed

cow_pens

size

5
Requires:
area

10
Stores:
cows

100

3

has enough area to operate
operational
total area -30
30 consumed

silos

size

5
Requires:
area

10
Stores:
rice

100
wheat

100
0

refrigerated_warehouses

size

5
Requires:
area

10
energy

10
lvl 0 workers

5
Stores:
bread

500
grapes

500
meat

500
produce

500

3

has enough workers to operate has enough energy to operate has enough area to operate
operational
total area -30
30 consumed
total energy -30
30 consumed
total workers
150
$150 tax income
total workers 15/0
15 workers employed at level 0

Resources

total sulfur sulfur 30.02k/30.05k
total uranium uranium 7.05k/7.05k
total steel steel 19.9k/20.05k
total fish fish 350/350
total oil oil 50/50
total gas gas 1/50
total gold gold 3.05k/3.05k
total coal coal 3.05k/3.05k
total stone stone 50/50
total bread bread 1.55k/1.55k
total wheat wheat 50/50
total grapes grapes 1.55k/1.55k
total wood wood 50/50
total beer beer 50/50
total wine wine 50/50
total food food 219/250
total produce produce 10/1.85k
total meat meat 1.75k/1.75k
total rice rice 1/50
total cows cows 6/700
total lithium lithium 50/50
total sand sand 1/50
total glass glass 1/50
total water water 350/450
total salt salt 2/150
total missiles missiles 150/150
total shields shields 4.3k/4.3k